Like 99% of timers in Mario levels don't matter with how ridiculously high they usually are.

It's not so much the timers themselves but rather what they represent. 3D World is a pure platformer like the 2D games, while 64, Sunshine and now Odyssey are exploration-based. That's why they can't have a timer, because half the fun is dicking around and finding neat stuff.

That's also why I feel like you can't compare them, because ultimately they're different genres. 3D World is a 2D Mario in three dimensions, 64 etc. are 3D Marios.

It's not so much the timers themselves but rather what they represent. 3D World is a pure platformer like the 2D games, while 64, Sunshine and now Odyssey are exploration-based. That's why they can't have a timer, because half the fun is dicking around and finding neat stuff.

That's also why I feel like you can't compare them, because ultimately they're different genres. 3D World is a 2D Mario in three dimensions, 64 etc. are 3D Marios.

In theory yeah, but when you actually start trying to explore the levels in 3D world (such as, when trying to get all the green stars), you find that the timers are still extremely generous enough that you have time to explore everything in the levels + an extra 100 in-game seconds. It completely shatters any illusion that the timers actually mean anything.

The REAL difference is in the level design, since usually 2D mario (and 3D land/world) levels are not very large and straightforward so there isn't that much to really explore, or what little of it you can do can be done very quickly. It's not the timer that makes any difference; it's the levels.

In theory yeah, but when you actually start trying to explore the levels in 3D world (such as, when trying to get all the green stars), you find that the timers are still extremely generous enough that you have time to explore everything in the levels + an extra 100 in-game seconds. It completely shatters any illusion that the timers actually mean anything.

The REAL difference is in the level design, since usually 2D mario (and 3D land/world) levels are not very large and straightforward so there isn't that much to really explore, or what little of it you can do can be done very quickly. It's not the timer that makes any difference; it's the levels.

This time we'll explain the combat for 45 minutes, hopefully you will finally understand. For the purposes of this direct we've given lots of hp to low level movs to better show off the combat. We'll try to remember to set it back to normal levels before release, no promises.

If you like Warriors games it's a very good one, assuming the uninspired roster doesn't bother you. If you don't it's not gonna change your mind.

One nice thing about said roster, though, is that if you want more Awakening or Fates characters in your life, getting their games is super easy. If you wanted to see more, I dunno, Sigurd, maybe you have an SNES Classic and know whether your Genealogy ROM is headered or not for the TL patch.

This time we'll explain the combat for 45 minutes, hopefully you will finally understand. For the purposes of this direct we've given lots of hp to low level movs to better show off the combat. We'll try to remember to set it back to normal levels before release, no promises.

Test/demo builds are generally branched off an older stable version rather than the bleeding-edge just-compiled version. They're not just tweaking values in the master build and saving it on a demo box with a post-it on a coder's monitor saying "REMEMBER TO CHANGE BACK VALUES!" as a reminder for after the demonstration.

Test/demo builds are generally branched off an older stable version rather than the bleeding-edge just-compiled version. They're not just tweaking values in the master build and saving it on a demo box with a post-it on a coder's monitor saying "REMEMBER TO CHANGE BACK VALUES!" as a reminder for after the demonstration.

Test/demo builds are generally branched off an older stable version rather than the bleeding-edge just-compiled version. They're not just tweaking values in the master build and saving it on a demo box with a post-it on a coder's monitor saying "REMEMBER TO CHANGE BACK VALUES!" as a reminder for after the demonstration.

Also the game is releasing in 4 weeks time, that poo poo is finalised already for game card production.

impulse purchased Puyo Puyo Tetris, the game is quite fun and I recommend it, itís the perfect 15 minute game and the AI is good for single player. only complaint is i am officially Too Old to enjoy the plot in adventure mode.

I searched for like 15 minutes and couldn't figure it out but I noticed that one block was really weirdly shaped and then I figured it out. Then I went back to the starting area and tried to look at that block from the ground and the way they very carefully obscured the moon was perfect.

They go hand-in-hand. Nobody is anxious about the timer running out, it's that they built a level so condensed with enemies and blocks and coins and secrets, which is fine, but, it's a completely different game style

A timer in a game like Odyssey wouldn't even make sense, so they'll never do it, which is why the timer gets the blame for the style of game